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path: root/src/mapblock_mesh.cpp (follow)
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* Fix potential out-of-bounds array indexCraig Robbins2015-01-161-3/+3
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* Added configurable ambient_occlusion_gamma. Default is 2.2 (same as previous ↵TriBlade92015-01-141-3/+9
| | | | hardcoded values).
* Removed superfluous facedir check in mapblock_mesh.cppCraig Robbins2015-01-101-2/+1
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* Change TileSpec::frames to be std::vector not std::mapunknown2014-12-211-2/+2
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Increase performance of getLight() by at least 2xCraig Robbins2014-12-101-2/+2
| | | | | | | Leads to the following increases: getSmoothLight() approx. 40% increase getTileInfo() approx. 25% increase MapBlockMesh::MapBlockMesh() 25-30%
* Restore finalColorBlend implementation in shaders.RealBadAngel2014-12-071-7/+11
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* Fix smooth lighting (ambient occlusion)Craig Robbins2014-11-221-13/+18
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Optimise functions from CNodeDefManager and VoxelManipulatorCraig Robbins2014-11-211-2/+3
| | | | | CNodeDefManager::get() VoxelManipulator::addArea()
* Optimise getTileInfo()Craig Robbins2014-11-211-34/+32
| | | | | getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-081-1/+1
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Various uninitialised variable fixesCraig Robbins2014-10-191-3/+5
| | | | | | sky.cpp: m_bgcolor.getAlpha() was being used before initialised mesh related: m_highlight_mesh_color was being used uninitialised
* Add meshnode drawtype.RealBadAngel2014-10-181-0/+51
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* Node highlighting.RealBadAngel2014-09-171-25/+57
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* Pass light sources in blue channel of vertex color instead of decoded light ↵RealBadAngel2014-08-211-27/+17
| | | | | | for all special drawtypes. Plus some style fixes and optimizations.
* Let lighting be done only CPU side. Remove finalColorBlend implementation ↵RealBadAngel2014-08-161-10/+7
| | | | from shaders.
* Make faces shading correct for all possible modes.RealBadAngel2014-08-141-16/+16
| | | | | Skip shading for lightsources and top of the nodes. Fixes liquid sources and flowing surfaces having different brightness.
* Speedup mapblock_meshRealBadAngel2014-07-171-76/+30
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* Faces shading fixesRealBadAngel2014-07-071-71/+27
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* Fix non-smooth non-shader node shading (Fixes #1436, regression by commit ↵Perttu Ahola2014-07-061-0/+4
| | | | a0f78659f31abd)
* Fix regression in light calculationsapier2014-06-301-1/+4
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* Minor fix in check ordersapier2014-06-231-49/+51
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* Speedup getTileInfo by up to 30%sapier2014-06-231-4/+8
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* Improved faces shading with and without shaders.RealBadAngel2014-06-171-7/+26
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* Unite nodes shaders.RealBadAngel2014-06-151-22/+11
| | | | | | | Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader.
* Fixed wrong node texture rotation for facedirs 5 and 7MetaDucky2014-04-231-2/+2
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* Pass pointer to nodedef directly to avoid recalculation in quite often ↵sapier2014-04-061-12/+9
| | | | called function
* Normal maps generation on the fly.RealBadAngel2014-03-211-23/+33
| | | | | Parallax mapping with slope information. Overriding normal maps.
* Fix rendering glitches when far from the center of the mapNovatux2014-03-041-2/+12
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* Optimize shaders code. Add settings at compile time.RealBadAngel2013-12-091-3/+5
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* Shaders rework.RealBadAngel2013-12-031-33/+28
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* Prevent shaders from being created when disabledkwolekr2013-11-171-11/+15
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* Fix remnants of s32 enable_shadersKahrl2013-09-041-1/+1
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* Dont crash if facedir > 23PilzAdam2013-08-101-4/+5
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* Fix crack overlay for animated texturesKahrl2013-08-051-7/+26
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* Fix light issue in 6d facedir.RealBadAngel2013-07-211-3/+41
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* Clean up bumpmap code a bitkwolekr2013-07-121-28/+31
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* Fix many formspec menu bugssapier2013-07-071-2/+1
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* Add texture bumpmapping feature.RealBadAngel2013-07-041-2/+49
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* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-021-51/+30
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* Remove useless recalculation of bounding box (mapblock_mesh)Esteban I. Ruiz Moreno2013-06-181-1/+0
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* Removed a redundant step which degraded performancesweetbomber2013-06-151-2/+1
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* Remove 'Meshbuffer ran out of indices' limitationKahrl2013-05-061-5/+8
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* Add option to use texture alpha channelkwolekr2013-04-231-1/+3
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* 6d facedirRealBadAngel2013-03-231-49/+114
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* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-111-6/+6
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* Update Copyright YearsSfan52013-02-241-1/+1
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* Change Minetest-c55 to MinetestPilzAdam2013-02-241-1/+1
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* Try to add a bit of topside brightness when not using shadersPerttu Ahola2012-12-021-0/+26
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* Handle day-night transition in shader and make light sources brighter when ↵Perttu Ahola2012-12-021-20/+29
| | | | shaders are used
* Fix tile MaterialType to make sense and make lava surface be shader'd lower ↵Perttu Ahola2012-12-021-8/+4
| | | | like water